L L4D2node

CEnvProjectedTexture::InputSetSpotlightTexture

0x00693d90 · 142 bytes · __thiscall

_ZN20CEnvProjectedTexture24InputSetSpotlightTextureER11inputdata_t

Decompiled

undefined (2 params)

/* CEnvProjectedTexture::InputSetSpotlightTexture(inputdata_t&) */

void __thiscall
CEnvProjectedTexture::InputSetSpotlightTexture(CEnvProjectedTexture *this,inputdata_t *param_1)

{
  undefined4 uVar1;
  CEnvProjectedTexture CVar2;
  CBaseEdict *this_00;
  char *pcVar3;
  int iVar4;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar3 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar3 = *(char **)(param_1 + 8);
    }
    CVar2 = this[0x6c];
  }
  else {
    pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
    CVar2 = this[0x6c];
  }
  if (CVar2 == (CEnvProjectedTexture)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar4 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar4 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CEnvProjectedTexture)((byte)this[0x70] | 1);
  }
  uVar1 = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x74) = uVar1;
  _V_strcpy((char *)(this + 0x460),pcVar3);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)